Ex Libris CY_BORG A directory of content, tools, and resources

Jobs/Missions

Holographic Black Capes

Concept: “Lhamo Rigosa, the biggest horror vidstar in CY is dead. But their co-star has been receiving incomprehensible voice notes from them. And was that stream coming from inside a coffin? The transmissions are coming from the set of their new film but hasn’t that been abandoned?”
Content: A scenario based on Bauhaus’ “Bela Lugosi’s Dead” that gives PCs a chance to engage in a horror/slasher adventure.
Writing: Vividly detailed descriptions of scenario setup, locations, items to discover, and NPC motives/perspectives are all tinted with a macabre flair. 
Art/Design: High-contrast text on dark background across three spreads, with a bright orange grid map of an abandoned movie set.
Usability: Consistent color and font choices provide easy identification of and navigation through scenario content.

Ice Bath Killer

Concept: “‘You woke up in a bath of ice And they’d removed an organ!... Was it expensive?’ ‘It was natural!’”
Content: A gig to investigate organs stolen by a group of purists.
Writing: Plenty of details surrounding the job–people, places, motives–and guidance as to how a GM might want to approach it in different ways.
Art/Design: Trifold pamphlet layout in white and neon colors on black, with NPC portraits and a map of a key location. An additional page of player handouts is included (breaking news and a simple map of the district).
Usability: Different kinds of content are distinguishable by color and ‘box’ shape, with bolded and colored labels to call attention to key details. A few blocks of text are angled and rasterized, but vast majority of text is selectable/searchable. Map is helpfully overlaid with room/space details in each room/space.

Jarhead

Concept: “Tales of wealthy eccentrics having their heads cryogenically frozen, have been around for a long time. They can't really be true, can they? Raid an automated facility to make off with some corpo's frozen noggin' for phat creds with this easy to integrate Urban Legend.”
Content: A set of quick job hooks that can stand alone or be inserted into other jobs/missions a group of punks might pursue, along with a map for a typical cryogenic storage facility.
Writing: Terse descriptions and setup leave much up to the GM, but there’s enough presented with a particular attitude in mind that can guide how to frame the gig(s).
Art/Design: A wide spread of job info presented as white text on blue sidebar and a full-color gallery of the target heads-in-jars (note: although they’re decapitated heads in jars, the images aren’t gory), with the map provided as an additional one-page blueprint-style white-on-blue.
Usability: Text is easily distinguishable in terms of content sections and the purpose for each, with a recognizable organization scheme to facilitate browsing and locating specific info.

Johnny Bubonic

JKW
Concept: “Gort Phaserbekker, former front man for the mega-hit deathcore-noize band ACCESSORY TO INSANITY, has a special request for the PCs: kidnap the guy who replaced him. ACCESSORY TO INSANITY is playing a show at the “highly exclusive” Club Mint tomorrow night. Phaserbekker can get the PCs some tickets—aside from that, they’re on their own. He doesn’t give a shit how the job gets done: his only stipulation is that the target is returned alive.”
Content: A revenge mission to kidnap a musician who’s made his predecessor a has-been.
Writing: Packed full of details about goings-on at the club to provide a table with multiple sessions of fun while pursuing their target.
Art/Design: Wide two-page spread with a map of the club on the right, an illustration of a musician at the bottom, and several columns of text regarding the mission, the location, random events, NPC stats, and more.
Usability: Text is easily scannable and readable, with consistent presentation to ensure identification of desired info. 

Last of the Good Ones

Concept: “Somewhere in G0: A naniteinfested monstrosity is trying to help those tossed to the turrets within the cement walls of G0. Within the confines of the abandoned CY Central Mall, a monument of capitalism now a battle ground between 4 factions, The Heir of Kergoz, Virid Vipers, an other worldly being know as Vecbod, and a relentless horde of mushroom brained zombies. It doesn’t matter if you’re here out of desperation or curiosity, having a safe house in G0 is worth hearing”
Content: A mall crawl for survival in the shadows of an ominous otherworldly threat.
Writing: Imaginative and disturbing ideas abound, giving GMs and players alike plenty of unexpected encounters, creatures/NPCs, and opportunities to run wild with. 
Art/Design: Two-page spreads packed with visually loud and abrasive aesthetic choices that reflect the chaos of the scenario itself.
Usability: Progression through the document reveals locations and monsters as players would encounter them. A wide variety of layouts, color schemes, font choices, and text size can make some content easier to locate and read than others.

Left Side Drive

Concept: “You must have fucked up to land here… (a sendoff for some dead punks) A hyperliminal album crawl set to "Trans Canada Highway" by Boards of Canada.”
Content: An atmospheric road trip through and beyond CY.
Writing: Atmospheric phrases paint broad strokes for each component locale and the people or things that might be encountered along the way.
Art/Design: Two columns of content with separate content boxes for the album tracks and relevant content. Black on light green color scheme with pink accents. Stripped-down map of locations help indicate possible trajectories for a traveling party.
Usability: Readable fonts with high contrast color choices and consistent embellishments and whitespace to indicate headings/labels, list items, atmospheric descriptions, and so on.

Leviathan

Concept: “A vital drive, loaded with data worth millions to the Virid Vipers gangster coalition, has been lost in the sewers of CY. Something down there apparently ate the agent they had carrying it. Fortunately, the geo-tag still works, and the slumlord whose territory it was lost in is desperate for someone to find it before the Vipers toss him into the dank and filthy tunnels to find the thing himself. There's just one lethal detail that's been overlooked, lurking in the sewage…”
Content: A dungeon crawl to recover valuable cybertech from a monster stalking the sewers.
Writing: Imaginative descriptions make each area of the mission seem unique and dangerous, with relevant NPCs pursuing their own agendas.
Art/Design: Single column of text with black-on-white scheme, occasionally complemented by NPC portrait illustrations. A colorful, stripped-down map of the sewers is also provided.
Usability: Font choices are easily readable, and headings, labels, and key information are consistently bolded for visual emphasis. Movement table notes procedural logic for optimal use.

LTTPR VR CAFÉ

Concept: ”The VR Café is owned by Lotta and Perr, a hardworking couple that, strapped for cash, went to Örken, who agreed to relieve them of their debt. In return he now runs an underground operation stealing children’s imagination to create CREATIVITY_JOURNEY--v4 a drug sold under the counter.”
Content: A seedy VR cafe that’s so much sketchier than it appears–and only maybe will the punks be ready for the trouble that awaits.
Writing: Lots of flavorful sensory descriptions of the goings-on in each room of the cafe that helps immerse players into the situation.
Art/Design: Left third of the page is an overview of the locale and potential reasons for being there, while the remaining space on the page has a map with labels and room-specific information.
Usability: High-contrast text and bolded labels and distinct headings make reading and navigation easy, supported by lines to map areas (with a particularly ingenious staircase-shaped line connecting the upstairs office to its details).

Magenta Pages of Cy_

Concept: “A collection of one-page, one-shot gigs for your favorite sci-fi RPG, with Cy_Borg compatible stat blocks.”
Content: Three adventures, each on its own two-page spread. Two have been previously published individually: “No More Heroes” and “The Trouble with Ta1l-Yp-0.”
Writing: Each adventure provides a focus on description and ambience, supported with brief mechanics (NPCs, random encounters, etc.) for GM use.
Art/Design: Two adventures are provided with a map on the right-side page, while the third has a hand-drawn illustration of a key NPC in its habitat. The left side of each adventure is black-on-white text arranged in one and two columns of distinct content sections.
Usability: Fonts are readable, with visually evident features for headings, labels, and body text (which might differ between each spread but is consistent for a given adventure). Borders and white space help separate distinct text blocks.

Meat in Mosscroft

Concept: “There are rumors of a warehouse owned by Gene Industrial in Mosscroft containing actual real steaks. These Bromaha steaks are supposedly in a huge walk in freezer, and they should get collected before word gets out. The street gang is offering 2d10 x 1K credits for the steaks. If they accept, Nimo will provide a small piece of paper with the address of the warehouse.”
Content: A beef break-in with the bonus of beaucoup bucks.
Writing: Deadpan descriptions lay out the absurdity of the situation, which should help a GM create a unique and memorable experience for their table.
Art/Design: Landscape-oriented pages with bright colored text on black background accompanied by relevant images of NPCs, corporate logos, and a simple map of the target facility.
Usability: Almost every block of text is a different color and font or text size than the others and positioned differently on each page, but each font is easily readable and all text is embedded for quick searching/selecting.

Mia's Day Off

JKW
Concept: “Masato Dvorak, a Virid Vipers crime lord, needs someone to take Mia Dvorak—his wife—out for the day. He instructs the PCs to bring Mia to the Kaytell Makers Proudly Presents: Fun!™ corpo-amusement park; their job is to keep Mia safe—and, perhaps more importantly, entertained—during their visit. Mia has had a few of these “outings” in the past, and she’s yet to have a caretaker survive. Word around the campfire is that her last one, Antwan, ended up ‘thrown off a building into a glass motherfuckin’ house. Since then, he’s kind of developed a speech impediment…’”
Content: The PCs get hired to babysit a crime lord’s daughter, and fun ensues.
Writing: Concise, informative details about the mission, NPCs, and relevant events to complicate matters.
Art/Design: Four columns of content across a wide one-page layout, with a map of the amusement park on the far right. An illustration of Mia and of roller skaters complements mission text. A player handout of the amusement park map is also included.
Usability: Consistent presentation–headings/labels, whitespace, and borders–makes it easy to identify and distinguish sections of content and important details (NPCs, stats, etc.).

MISERYS_KEEP

Concept: “An Heir of Kergoz has cracked a forbidden code and is using a coterie of childlike CYDROIDS™ to bring out the end times. It's up to you to hunt him down in his keep at the edge of G0 and end this madness.”
Content: A job involving a doomsday ritual that needs to be interrupted/prevented, presented in one of a number of different ways (via the parameters of Phil’s TTRPG Layout Jam 2023). 
Writing: Several key variables have been tweaked from the default adventure copy to more seamlessly integrate the adventure into CY. 
Art/Design: Presentation reflects an early Atari-style video game map/booklet layout with black-on-white scheme (and occasional blood spatter), with each room’s description/contents provided in text beside the location map where the relevant room has been highlighted in gray.
Usability: Font choices and contrast make for visual readability (although some text is quite small, such as the content in gray call-out boxes beneath some maps). However, text is not embedded, so searching or selecting text is unavailable.

NEON CROSSES

Concept: “Artificial intelligence has had a divine vision. It is seeking to hire a group of punks to deliver it to the ancient Hill of Neon Crosses located in the center of the forbidden GO district. To fullfil their task, punks will have to deal with a research blacksite and delve into THE NET deep within the Hill Of NEON Crosses.”
Content: A job to deliver an AI payload into an auspicious site in G0.
Writing: A mix of darkly ominous and tongue-in-cheek tones that hew closely to the core Cy_Borg spirit.
Art/Design: Mostly black-on-white spreads with one to two columns of content, with almost every page complemented by neon hand-drawn and glitch-art graphics.
Usability: Consistent presentations of text and page layouts with distinct content sections make for easy perusal and identification of desired information.

NEUROBLAST / PROJECT_CYTØR

Concept: ”Let me get into your hands this state-of-the-last-century HyperCard DiskZine tech stack full of pixel + dither cyberpunk art, interviews with fringe-dwelling outsiders, original reality-dulling cocktail recipes, tabletop game asset connoisseurs and designers, 1-bit tech noir AKIRA-inspired comics, industrial and modular synthesizer musicians, sci-fi urban fiction distopias, obscure trash-culture aficionados, early-90s computer counter-culture, and an original agriTech body-horror adventure for your next MÖRK BORG / CY_BORG game session. Best viewed on a classic Macintosh. Or running in your preferred Classic Mac Emulator.” 
Content: A job to retrieve sensitive materials from a facility occupied by eco-terrorists, provided in both a HyperCard program format (available to view in a classic Mac emulator) and in PDF.
Writing: Sensory details, unfolding actions/encounters, and NPC motives abound to bring the mission to life. 
Art/Design: Simple single-column layout, presented primarily as plain text with ASCII-art maps and clearly distinguishable headings. A lo-fi black-and-white illustration of a screaming cyborg head is provided on the cover page/card.
Usability: Text is easily navigable and readable, although the HyperCard version and classic Mac environment might be unfamiliar to some readers.

No More Heroes

Concept: “A UCS super soldier lab hidden in plain sight between a dentist and a night club.”
Content: A set of tables to generate jobs for infiltrating a lab and a map of said lab.
Writing: Vivid, unsettling bursts of description in tables (for contacts, job parameters, potential enemies, etc.) hint at possible ways for a GM to implement roll results into a unique mission.
Art/Design: Two-page black-on-white spread with tables on the left and a hand-drawn map of the facility on the right.
Usability: Text content laid out in easily navigable columns with consistent text and border formatting to identify each table’s elements and important names/phrases.

Nuclear God-Lizard

Concept: “A 120-meter-tall monster emerges from the waters around Cy. Its behavior baffles scientists and officials; it isn’t hunting or nesting, it just moves.”
Content: A scenario for surviving the onslaught of an unstoppable roving apocalypse.
Writing: Focused, direct descriptions of a wide range of relevant factors (from available subplots to environmental obstacles to military actions) provide GMs with an immersive adventure/experience for their players.
Art/Design: Current ashcan edition has a simple, barebones layout subject to change when more art assets are finalized. 
Usability: Different kinds of content are immediately distinguishable, high-contrast fore/ground colors assist accessibility, and navigation through the document is incredibly easy.

Oberon's DivaStation

Concept: “A small nightclub with a proprietor you must gain the trust of, then kill. Life here is brutal and pointless. Roll the dice, Drink, and Imbibe.”
Content: A gig to kill a club owner.
Writing: Text is mostly atmospheric, including music playing at the club, a drink menu, a drink effects table, a loot table, and a small handful of NPC stats. 
Art/Design: Busy pages with lots of bright colors on gray backgrounds, with text and background illustrations, that all together reflect the tone of the mission and feel like a visual representation of the nightclub environment. A labeled map of the club is also provided.
Usability: Variety in font choices, colors, sizes, and positioning (such as over a busy background image/pattern) can drastically affect the reading experience. Text is not embedded, so searching/selecting is not possible.

Operation: Cold Shadow

Concept: “Operation Cold Shadow is a supplement for CY_BORG. This scenario is a starter or early adventure for your party and is designed to test players and keep them on their toes. You'll get to infiltrate and extract data from a place secured by the Virid Viper as an unexpected complication flips the tables. A mechanical class expansion is also available if you wish to transform your players into gruesome machines of destruction. Operation Cold Shadow also includes 9 new enemies in a fully detailed PDF file.“
Content: A seemingly easy gig for punks looking for a quick score that very quickly goes south. 
Writing: Helpful details provide about the job parameters, NPCs that the punks will encounter, goings-on at the location, and more.
Art/Design: A mix of full-color digital interface-esque and print aesthetics, with hand-drawn maps and a wide variety of graphics (NPC portraits, background images, etc.).
Usability: Visually, organization cues–distinctive borders and color-coded elements–help guide a reader toward their desired info. However, text is not selectable/searchable which can hinder navigation or screen reader use.

Organ Heist

Concept: “Race against time to grab the coveted cyber-liver, the only thing guaranteed to filter out 99.99% of microplastics!”
Content: A job to nab a high-tech liver from a health care company.
Writing: Focused, terse descriptions focus on mechanics and unfolding events/actions, allowing a GM to inject their preferred atmosphere into the gig.
Art/Design: Trifold layout provides mission parameters/outcome and NPC details on the outer panels and map with room-specific info on the inner panels. Mostly black-on-white color scheme with full-color graphics on title panel and parameters panel.
Usability: Clearly labeled sections of content easily distinguished from others thanks to font choices and border/shading visual decorations, with text info in close proximity to relevant map location.

Penny Slots for Cy_b0rg

Concept: “An arcade location for Cy_b0rg with two jobs.”
Content: A murder-for-hire job and a cred heist in a run-down arcade.
Writing: Concise descriptions of the location and two jobs’ specifics, along with brief NPC stats and complications for each mission.
Art/Design: Black text on a white background, with simple whitespace use to distinguish sections of content. A colorful overhead map of the arcade is provided.
Usability: Text is easily readable and navigable, and different kinds of content (e.g., d6 lists/tables and NPC stats) are quickly identifiable.

Polybius Arcadia

Concept: “Inspiration for this project was taken from the urban legend of Polybius, an arcade game that might have or might have not appeared in 1981 Portland, OR as top secret, governmental, conspiring, crowdsourced, psychological, mind control experiment. The game was highly addictive, with unpleasant side effects. All game cabinets disappeared without a trace. Polybius was the greatest game that never existed!”
Content: Two supplements: (1) rules for a poker-like arcade game and (2) a job to extract data from an arcade machine.
Writing: Crisp descriptions and directions that sketch the mission parameters & events (along with rumors about Polybius) and the rules for playing the Polybius game.
Art/Design: The Polybius rules are provided in a CRT terminal-like font/aesthetic with a graphic of an arcade game cabinet. The heist details are provided in a clean black-on-white three-column layout with a second page containing a map of the arcade location.
Usability: Each supplement’s layout is easily recognizable and navigable, with visually distinguishable types and sections of content. The arcade heist text content is embedded, allowing for searching/selecting, but the Polybius text content is not.

Prophet of Eternity in Apartment Thirteen Hundred

Concept: “All over Cy, people are getting strange calls on their phone and RCDs. Some hang up immediately. Others begin with a robotic “Can you hear me?” A few claim to be from The Prophet of Eternity proclaiming a new era of AI that will free the city.”
Content: A mission to deal with a robocaller cult on behalf of a group of anarchists.
Writing: An impressive amount of description re: job parameters, goings-on, cult NPCs, and location-specific sensory details. 
Art/Design: Trifold pamphlet layout, with initial job info on the outside (with a statuesque portrait as its background) and tables/lists featuring assorted details on the inner panels in a black-on-white scheme, complete with a labeled map of the destination apartment complex. A black-and-white player-facing handout with map and initial job details is also provided.
Usability: Content sections are visually distinct and consistently styled to facilitate navigation and identification of desired information, complemented by color-coded map labels.

Protect Thy Neighbour

Concept: “In 20 hours Alliansen Inc. is sending an automated Xplorer Mk I , a heavily armoured drone operated by an AI, to clean up an old tower in Bigmosse. The drone will be deployed from the Security Centre in South Central and is to make its way to the housing block in the slums. This is a routine operation so unimportant that the only verification required is a geo-located live feed of the pile of rubble after the explosion. Which makes it the perfect occasion to put corpo property to public use.”
Content: An escort mission perfect for fans of two- and four-wheeled mayhem.
Writing: Focused and direct descriptions of involved parties, locations, events, and conditions that should help kick GMing this adventure into high gear.
Art/Design: Trifold layout (with a screen-based version as well) with a cityscape image serving as a general map for the escort route.
Usability: High-contrast fore/ground with occasional blue highlighting, bolded text, and particular fonts used to indicate different and specific kinds of content throughout the pamphlet.

Raised by Wolves

Concept: “This six-page PDF contains the adventure Raised by Wolves, which sees players taking on a job in an abandoned capsule condo scheduled for demolition, and facing a cult determined to resurrect their (literally) corrupted leader.”
Content: A job to deal with a noise complaint, along with a new class: the Feral Foundling.
Writing: Lots of concise details and snippets that bring the mission location and the optional class to life.
Art/Design: Six two-page spreads with three- to four-column layouts of content on most pages. Several different color schemes and aesthetics differentiate distinct areas of focus (apartment building map; job details; key location; class).
Usability: Each spread makes use of a consistent visual grammar to indicate distinct sections of content and headings/labels, with high-contrast text/background throughout. Text is not embedded, so searching for or selecting text is not possible.

Random Goldfish Memory

JKW
Concept: “Cosmia Kowasaki, an AST Endless Seas researcher, had something stolen from her team: a data-fish with a heap of corporate secrets tucked away in its little chip-brain.”
Content: A recovery job that involves fishing for secrets at an upscale villa.  
Writing: Brief but vivid details are included to cover essential dimensions of job locations, NPCs, secrets, and key events as the mission unfolds.
Art/Design: A two-page spread with mission specifics in two columns on the left and an overhead map of the site and additional information, with an illustration of the data-fish, beneath it on the right.
Usability: Text layout is readable and easily navigable, and headings/labels are consistently presented to further improve identifying and locating desired info.

Raw Drug

Concept: “A relic of a thousand catastrophes’ past. This pharmaceutical playground houses a biochem cult called THE ARGON ANNIALHIT. Nanorobotic blood-treatments, agonizing bodymods, and ‘The Last High in CY’ – a micro-ink shop and ooze lounge – permeate this piss-hole too. But even in the inebriated ruins of this importunate husk, there is worth. Mere pixels of .NET/organic mutter of a sealed organ freezer the ANNIALHIT has yet to open. Open it.”
Content: A mission to infiltrate a cult headquarters in search of chemical riches.
Writing: Job parameters are flexible thanks to “Client” and “Looking For” tables, resulting in a variety of distinct gigs. Site room descriptions provide short, concentrated features and scenery to help GMs bring the place to life.
Art/Design: Trifold brochure layout in black-and-light-tan color scheme with mission parameters on the outer panels and room info with central hand-drawn map on the inner panels.
Usability: Easily navigable pages with visually distinct headings, with a variety of readable fonts. NPC/enemy information is provided in contrasting boxes for quick identification and reference.

Reaper Repo

Concept: “The job is simple; infiltrate a penthouse party full of chromed out Killmatch champions, find the man of the hour—Steel Jackhammer—and steal his cyber legs. They're still attached to him, sure. You'll figure it out.”
Content: A high-risk, high-entertainment heist that demands ingenuity from players and a complete disregard for self-preservation from their PCs..
Writing: Tons of details and atmosphere are crammed into a two-page spread on which NPC and location details, random events, and GM-specific notes all offer each gaming group a memorable experience.
Art/Design: A map of the party location is a major focal point, with text provided all around (and laid over) the map in a number of columns. NPC stats and details are complemented by a portrait of each figure.
Usability: File is pretty printer-friendly, and text throughout contrasts well with background. Headings and labels are visually distinct thanks to font choices, text size, and bolding.

Reformation

Concept: “Another day, another run-in with an unknown street gang. A little shootout leads to an offer you can't refuse. ‘Just get the job done, and you never need to hear from us again.’”
Content: A job to track down a high-tech and highly desirable medical device stolen by an unknown gang of street punks.
Writing: Focused attention on unfolding events to guide a GM through the adventure, with supporting details about involved NPCs and their motivations to act.
Art/Design: Trifold brochure layout with white/yellow on back complemented by neon colors and specific font choices for headings, maps, and NPC stat blocks. Several NPC portrait illustrations provided as well. Final showdown map creatively places each room description in that room on the map. Two player-facing handouts/notes are included on an additional page.
Usability: Visually distinct colors, shapes, and orientations help identify how different kinds of content function in relation to the others. Most text is embedded for easy searching/selecting, although a few content blocks are not, which might momentarily complicate an attempt to select that text

Right the Wrong of the Greater

Concept: “A linear CY_Crawl based on Skinny Puppy's album "The Greater Wrong Of The Right" made for the Album Crawl 3.0 Y2K Jam. Take your life back from those in power and scale their brutalist tower to Right the Wrong… Each room of the crawl is based of a track from the album. Lyrical content was the main source of inspiration for what happens in each.”
Content: A revenge mission/crawl up through a high-rise, set to Skinny Puppy.
Writing: Location/track pairings served with atmospheric details about each site and the goings-on there that the punks might run into during their ascent.
Art/Design: Overall aesthetic as record sleeves & inserts, with a mix of hand-drawn illustrations, pasted/collaged elements, and screenprinting. Maps, location features, and NPC portraits are all provided.
Usability: Organization of content is easy to follow, with alternating text/graphic pages and consistent labeling and fore/ground contrast throughout. However, text is not selectable, which might impact some readers’ experience.

Riot & Blackmail

Concept: “In a clash between ten thousand citizens of CY and the heavily armed and violent Sec Ops, the players are asked to tail someone and get blackmail material.  The ending puts the players us against the #1 unbreakable rule of Cy_Borg!”
Content: A mission to sniff out a rat in the midst of a riot and then decide what to do about what’s discovered.
Writing: Lots of helpful details about the situation at hand, NPCs to be encountered, and events that may unfold.
Art/Design: A full-color and a black & white version are provided. Page layouts tend to use one or two columns of text and interspersed AI illustrations of NPCs. Background images taken from photos of riot scenes.
Usability: Text is mostly high contrast but some font choices over busy background images can make reading difficult on some pages. Text is also not embedded so searching/selecting is not possible.

Sealegs

Concept: “The PCs have just returned the stolen chrome legs to Doc Joy (or whatever our PCs have just done) when the good Doc muses about a recent surge in demand for augmented legs. He attributes it first to prominent bloodsport players, eager for an advantage, though now it’s become fashionable - a bubble that’s soon to burst. But for now, there’s good money to be made.”
Content: Intended as a followup to Reaper Repo, this cargo ship heist presents a chance for PCs to explore a locale that may not frequently get the spotlight.
Writing: Crisp, dense descriptions of locations and NPCs (who are excellently fleshed out with motivations & likely behaviors) bring the adventure to life, especially via strategically bolded key terms and adjectives.
Art/Design: Asymmetrical two-column layouts across several pages along with an illustration of the salvaged cargo ship.
Usability: Large headers and bolding provide helpful means of identifying important information and navigating different elements.

Sleep Module T:[ERROR]

Concept: “Delve into the deepest and most primal corridors of consciousness. Coveted neural pathways for corporate exploitation. Map the ever expanding subconscious and come face to face with communal fears in the form of urban legends, cryptids, and the things conjured by the imagination.“
Content: A clinical trial in which participants navigate a simulation.
Writing: An inventive set of rules for generating the job’s labyrinth and for dealing with the effects that navigating it can have on a PC, supplemented with vivid and informative room-specific sensory details and special rules. 
Art/Design: A mix of aesthetics, with some pages using labelmaker-like text or sketches on stained paper, while others resemble computer terminals or clean, slick interfaces.
Usability: Wide variety of fonts can take some page-by-page adjustment, but headings/labels are applied pretty consistently throughout (i.e., reversing the primary font color and highlighting its background). A lot of text content is provided, but none of it is embedded, so it is not possible to search/select.

Symptom of Aggression World Tour

Concept: “Did you hear, everyone's least fucking favorite, overly popular, shit sucking poser ass band “Symptom of Aggression” is going on tour for like the 40 billionth time.  I can't believe all the complete fucking idiot ass gob noblers in this trash fire of a city listen to that inaudible dreck!  I mean like, every asshole in that band has just had controversy after controversy, its totally sickening. I guess that's the kind of immoral audio diarrhea that turns people on these... these waning miserable days. People and their lack of compassion, on top of everything else, it just makes me loose all hope.  Man, this city fucking sucks.................. -RAWsum”
Content: An encounter/scenario involving a touring band and their massive bus, complete with band member NPC details and potential reasons for getting involved.
Writing: A refreshing mix of straightforward description and vivid, characterful condemnation of Symptom of Aggression.
Art/Design: Harsh, brightly colored illustrations of the tour bus and NPCs and two versions of maps of the bus (GM and player-facing alike), with relevant text in all directions and embellished with scrawled shapes and figures. 
Usability: Pages are busy, which reflects the high-energy nature of the atmosphere, and text has strong contrast with background. Angled lines of text may be difficult for screen readers or copying/pasting attempts.

Teenage Rebellion & the System Blower Army

Concept: “The anarchist glitchpunk movement credits SYSTEM BLOWER for its founding and recent explosion centralized in the Ports. This isn't just political noise, it's a full-blown anti-civilization movement, and as the fanbase has grown, the time for action is now! SYSTEM BLOWER has a job for you. Turns out that Celia Samson, the teen progeny of that moron exec at the top of this hill, Marlo Samson, is a huge SYSTEM BLOWER fan but hasn't gone full System Blower Army yet. This is where you come in. SYSTEM BLOWER has a plan that's going to get creds, piss off the hegemony, and stir up a media storm like never before. All you need to do is pull off this heist and create a scene so no one misses it! It would be great if you survived it...but that's not the point. Raid the mansion. Kidnap or convert Celia Samson to the cause, doesn't matter which, just be sure to get her to the finale show before soundcheck...and then it's time to BLOW THE SYSTEM!!!!”
Content: A good old-fashioned adventure scenario: raid a mansion to kidnap a wealthy heiress for cash and publicity.
Writing: A plethora of engaging details about the setup, relevant NPCs, the location, timing-related concerns, and tables for generating band names, albums, and songs.
Art/Design: Vibrant neon colors and mostly white text on a dark translucent background, with a light-colored glitch art pattern behind that. Pictures of NPCs with similar glitch aesthetic appear occasionally throughout the file. Maps provided of the mansion (with both GM and player versions). 
Usability: Text/background contrast makes for pretty easy reading, and headings/labels are visually distinct to assist with navigating supplement and understanding relationships between blocks of content. However, much of the text in the document is not embedded, limiting the ability to search, copy/paste, or use a screen reader.

The Backrooms

Concept: “An assassin has been pulling off hits that no one would have dreamed possible. They have been infiltrating secure locations across Central and The Hills. The punks have a job: take out the assassin. Figuring out who they are working for or how they have been able to access VIPs across Cy would be good, too. The punks have a location: a lucky SecOp tagged the assassin and tracked them to a nearby slum. Are they ready for what is waiting for them? Can they possibly be ready to get pulled into The Backrooms?”
Content: A gig to take down an assassin in a disorienting locale. Mission details provided in full-color and black-and-white versions, along with a player handout of the location map.
Writing: Helpful, descriptive explanations provide GMs with the means to run this mission successfully.
Art/Design: Tri-fold pamphlet layout offers mission info across three internal panels (along with an abstract map of the Backrooms), while key NPC and additional app info is provided on outer panels.
Usability: Layout and color scheme allow for easy navigation and recognition of each content element.

The Cold Storage Club

Concept: “All of that great punk rock flavor you love, none of the added cyber implants! Bar, lore, ambiance, events menu & more.”
Content: The skeleton for an action-packed adventure or atmospheric encounter–a bar location complete with map; tables for ambiance, food, drinks, and events; and NPC staff that PCs are likely to encounter.
Writing: Lists of categorized material to flesh out the club provide a range of adventure seeds and motivations while leaving plenty of room for a GM to expand further as desired.
Art/Design: Black and white and red all over in two-page spreads with a background photo of club activity on each, and several illustrations help bring the club and its staff to life. 
Usability: Consistent organization of content throughout, creating a recognizable grammar for navigation that helps when maneuvering frequently between pages. A few blocks of text are somewhat difficult to read due to relative lack of contrast (black on dark red).

The Cryptozoologist Handbook

Concept: “BEHOLD! Creatures said impossible to exist! BEWITCH! Fill your body with strange, powerful substances! BEGUILE! Confound friends & enemies with cryptic behavior! BELABORED! This bit has gone on too long.”
Content: A PC class, several NPC cryptids, and a job to track down a serial killer.
Writing: A variety of details for different sections, from terse NPC ability descriptions to in-depth mission/adventure specifics for both GMs and players to work with. Cryptozoologist class offers a fascinating take on the researcher-becoming-the-monster archetype.
Art/Design: Visually distinct spreads for each section–bright colors for the cryptozoologist, dark tones and inverted colors for the cryptids, and black-and-white for the mission (with a bit of pink accent/highlight). 
Usability: Numerous fonts and sizes, but always high contrast. Easily distinguishable text purpose on a given spread helps browsing and identifying desired info.

The CVLT of the Hadron Lamb

Concept: “The director of the L.A.M.B. project, Dr. Seraphima, Had her brains blown out by a 1.4 petaelectronvolts proton beam. The parts of her brain which tethered her to reality and sanity, anyway. Now, she's the revered leader of an exponentially growing cult. Daily, Dozens of hopeful disciples enter the L.A.M.B. to have their craniums fried, hoping to awaken something that elevates them above NPC status. Through the usual back channels, Dr. Daevy hired disposable punks to take care of the situation in a violent fashion. Alas, for now, they all died or joined the CVLT of the Hadron Lamb.”
Content: 48 pages of jaw-dropping inspiration–a full adventure to seek out the head of a strange cult who keeps turning her enemies into acolytes, with tons of exciting seeds and ideas for further exploration.
Writing: Eichhorn manages to wield an impressive variety of styles and voices that provide impressive depth and nuance to the range of subjects covered from one page to the next. 
Art/Design: Artpunk spreads that feel at home alongside the rulebook. Each set of pages evokes a distinct facet of the grimy cyberpunk aesthetic and philosophy that draws players to the game–it’s as easy to be drawn in to the intriguing layouts as it is to the writing.
Usability: For a quick skim-and-find experience, look elsewhere–but consider a shift in reading orientation. This adventure is deeply engaging and requires the reader to attend closely to the combination of writing and design if they are to successfully GM it.

The DEVIL With LONG EARS On

Concept: “A 14+6 page Murder Mystery with: d6 Rumors, 3+ Cases, Puzzles, 4 Big Maps, 3+ NPCs, & 1 Killer Bunnyman; Inspired by the BUNNYMAN urban legend for CY Borg's Urban Legend Jam.”
Content: A mission to hunt a serial killer across a series of ominous locations. “Digital,” “print,” and "bare bones" versions provided along with an asset/maps booklet.
Writing: Vivid descriptions and helpful guidance for GMs make for a dark but entertaining experience.
Art/Design: Primarily a dark color scheme, with white text on black and black text on white/gray elements, while pink and red accent headings and images. Numerous scenic illustrations and NPC portraits bring myriad dimensions of the mystery to life.
Usability: Fonts in each version are readable and fully embedded, which facilitates searching or selecting text–especially content that is arranged perpendicular to the default orientation.

The Drone Collector

Concept: “A minor security intervention in the neighbouring district of Bigmosse has inadvertently spilled over into Svärta. Alliansen’s head of security operations, a Ms. Ah, has instructed you to retrieve one of their drones that was damaged and wandered off.”
Content: A mission to locate and abstain a drone somewhere in a semi-decrepit neighborhood. 
Writing: Copious amounts of detail bring the neighborhood to life, from building and business descriptions to NPC motives & likely actions and beyond.
Art/Design: An overhead map of the locale in orange on black precedes the text, which appears in several high-contrast layout configurations, with an illustration of a threatening pair of eyes appearing amid info about an important NPC and environmental conditions.
Usability: Text is readable throughout, with bold text and color choices emphasizing eadings/labels, key terms, and phrases that a GM should attend to, especially given the amount of text content across these pages.

The Eizo Villa Heist

Concept: “I don’t care how you do it. Go to the villa. Get the box. Don’t open it.”
Content: A job to retrieve an armored storage box from a crew of punks for a cult.
Writing: Print medium constraints result in succinct, focused details to guide a GM through the essentials of the mission while making each NPC and complication possibility feel exciting.
Art/Design: Trifold pamphlet opens to show map and initial mission info inside, while NPCs and complications appear on the outside folds/sections.
Usability: Available only in print form. Pamphlet layout is easy to navigate, with consistent headings/labels and section dividers. Font choices are readable and with little fore/ground clutter when appearing over gradient backgrounds.

The First Job

Concept: “A message from an old friend promises a decent amount of creds, maybe enough to pay off what you owe, or at least get you started. Looks like you are heading into the massive underwater commerce district of Undersjön. Under the pressure of the waters, and just under pressure because of the deadline, can you complete your task and earn your payday?”
Content: A heist scenario with a twist: the punks have to find what they’re looking for before they can begin to think about leaving with it. Two versions provided: a full neon-color version and a printer-friendly black-and-white version.
Writing: Engaging details bring to life the location and the punks’ contact, both of which could serve a table long after this specific adventure. Random encounters and an off-duty cop name generator add personality.
Art/Design: Two major columns of content across two pages, with the full color version using different section background and heading/label colors to help distinguish different kinds of content, while the black-and-white version makes use of section borders and heading/label bolding. An isometric map of the adventure location is provided.
Usability: Text throughout is readable with high contrast against background and is easily identifiable as a component of a particular content section (e.g., random encounters, NPC info, etc.).

The Gorgon Pit

Concept: “Something slithers in the forgotten sewers beneath the city. A strange creature that turns people to stone. A corporation that would control it. Cultists that worship it like a god. A gang hell-bent on revenge. All will drown in the filth of…The Gorgon Pit”
Content: A job to investigate a sewer-dwelling monster, themed around ancient Greek myth.
Writing: Lots of descriptive detail surrounding numerous aspects of the gig, from potential employers and their motives to unfolding events whenever a particular area of the sewer is traversed. 
Art/Design: Single- and double-column black-on-white content layouts with an aesthetic that closely resembles much of the Mörk Borg design style, from font types to neoclassical lithographs. A full map of the job location is provided, and map segments (for different areas) are included on the page for their relevant area.
Usability: Font choices are visually readable and reflect distinct kinds of content (headings, labels, etc.). However, text is not embedded, so searching/selecting is not possible.

The Ivory Tower

Concept: “As you roll around in the filth of Cy's streets, the corpo scum look down on you, sat on expensive chairs, in lavish offices, in their Ivory Towers. Judging which corp is the worst is like comparing cyanide apples with asbestos oranges, but SynerGYST media definitely is rotten for sure. AI generated content and mindless-slop churned out to the masses, designed to hit the correct sequence of neurons so you buy their collectable figurines and cheap t-shirts. Repeat this every week ad infinitum and somehow rake in billions of credits at the same time. You have the golden opportunity to knock these slime bags down a peg, and make some creds while your at it. Seems like the perfect job right?...“
Content: A job for enterprising punks to deal with a corp executive.
Writing: Important details for fourteen rooms’ worth of dangers, d6 reasons to take down the target, NPC stats, and situationally relevant rules to provide even more of a memorable challenge for players at a table.
Art/Design: Black-on-white landscape-oriented spread with three columns of content (two with text, one with two building floors’ layouts keyed to room descriptions). 
Usability: Sections are clearly marked and distinct from one another, with recognizable headings, labels, and arrangement of similar sections’ content.

The Lair of Eucalyptus

NOTE: This content is no longer available.

Concept: “In this adventure, you will face close encounters with the rulers of CY_. Assault their ghostly dwellings but, behold! The Hills abound in living Urban Legends. These sophisticated terrors are inspired by the ancient Colombian tradition. <>”
Content: A heist to retrieve untold riches from a well-secured mansion.
Writing: Unbelievable amounts of detail regarding the job parameters, NPCs, random encounters, locations, and dialogue with multiple outcomes.
Art/Design: Mostly single-column text layout over a background pattern made from a simple color-coded map of the region.
Usability: Text is high-contrast and in a readable font, with consistent presentation throughout of headings and labels. Map is provided at multiple points in the document, which reduces the need to flip through entire file to make use of it.

The Location Pad

21 contributors
Concept: “The Punks dash through a random door when chased by SecOps? Need a location for their next heist? The Location Pad got you covered with 34 random locations peppered with plot hooks and loot.”
Content: A collection of common locations for Cy_Borg missions, each with a map and relevant tables to generate details about it (purpose, room contents, NPCs likely to be there, etc.).
Writing: Half of the location’s tables are written by a different contributor, so there is often considerable difference in style and detail on those pages–but the entire document concisely packs tons of imaginative inspiration into each potential seed, hook, and thread.
Art/Design: Each page consistently provides a space for GM notes, a set of relevant tables, and a map of the location (mostly an overhead view, with some exceptions)–all in black-and-white with clear headings and list item numbering.
Usability: Crisp, clear font choices and layout make for incredibly easy reading and use–a couple of rolls or choices allow for fleshing out of a location when immediately needed or as part of a more leisurely planning pace.

The Trouble with Juan

Concept: “Initially just looking for some snacks and road beers at Juan's Bodega, your Punks clock a group of Red Suns looking to rob the place, but more worrying, Juan is missing. And Juan's never closes. Where is he? Can your Punks find out?”
Content: An adventure scenario that seems like a basic bodega battle but can unfold into a more insidious encounter.
Writing: Tons of informative and descriptive sensory details packed into two pages that cover scenario locations, enemy NPCs, interested factions, random events, and more.
Art/Design: Provided in both an eye-searing neon full-color version and a stripped-down black-and-white printer-friendly version, text info occurs in a central section of the page and in clearly marked marginal boxes. Important terms and tests are highlighted with a different color (in the full color version) or in bold (in the printer-friendly version). A simple map of the bodega is provided on page 2.
Usability: Both versions offer a variety of visual cues–font choices, borders, bolding & different colored text–that make it easy to locate, identify, and navigate particular kinds of content.

The Ultra Upset

Concept: “You have taken a gig from a rising leader named Yosel, a high-ranking member of one of Cy's most violent ultra firms. The firm's old leadership has to go, and you will be the people to make that happen. Infiltrate a stadium, sabotage a career, buy some merch! Play it cool and leave without a trace, or kick the door down and get net-famous. As you infiltrate deeper into the Duodrome, you will find unique loot, dangerous NPCs, and the dark secret keeping this streaming-sport operation together…”
Content: A job to humiliate a traitor in a Nechruball firm. 
Writing: Plenty of specifics, especially gritty sensory details, on the situation, relevant locations, and NPCs that the table might encounter while undertaking this mission. 
Art/Design: White-on-black design (except for two pages of tables in a green-text terminal aesthetic) with key terms emphasized in bright colors, and overhead maps are provided both as direct aids and as part of illustrations as blueprints pinned to a wall, and portraits breathe life into included major NPCs. 
Usability: Really intriguing consistent color use to highlight particular NPCs/entities as well as the source of specific mechanics/details. However, text is not embedded, so searching/selecting text or using a screen reader successfully aren’t possible.

The Zoo

Concept: “In the post-war world, luxury is often those things that cannot be bought… You need a job, you need the ¤ and you don't care how you get it. So when a slick fixer named Mr Gato gives you a job, you take it. Break into a private zoo, grab a cat and get out. Easy job and good money. Sounds simple, right?  But ain't nothing simple in Cy_city.”
Content: A repo heist in a location full of dangerous animals and that requires a bit of precision. Content warning from author: “Cy_bernetic animals will try to kill you, you will need to defend yourself or end up flat-lined. Also Swearing.”
Writing: Brief but informative stat blocks for enemies and descriptions of locations, with helpful tables offering in-character explanations for diseases, souvenirs, and the sudden appearance of a replacement PC.
Art/Design: Two pages of content; on the first is mostly text with a silhouette of an anonymous client. On the second, an abstract map of the zoo is surrounded by room details and a pair of stylized illustrations of a turtle and a gorilla’s head.
Usability: Text is mostly easy to read, with orange-on-black scheme providing solid contrast. Room numbers on map might be easily overlooked–numbering scheme goes left->right, top->down. 

Thin Grit's Balban Release

Concept: “TG Labs is planning some kind of release event. Disrupt it. Embarrass them. Make it a scandal! Can you do that?”
Content: A sabotage operation on behalf of a disgruntled ex-employee.
Writing: Crisp descriptions and explanations of mission locales, potential complications, NPC specifics, and conditions for success, all of which create a range of potential for a GM and their table.
Art/Design: Trifold pamphlet with nitial details and an overhead map of the job location appear on the inside folds, and NPC and complication/aftermath details on the outside panels.
Usability: Available only in print form. Font and background color choices indicate different kinds of content throughout the supplement, with headings/labels visually distinct from the body text. Organization of material allows for easy reading and comprehension of mission specifics from first to last panel.
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